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Author Topic: Armor Mods  (Read 4066 times)

DisaffectedBeta

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Armor Mods
« on: July 10, 2007, 05:57 »

I'll just put this here:

Armor mods?

Like, something that increases the protection slightly?  Reduces damage for a single type of weapon (vs. bullets, vs. shot, vs. fireballs, vs. plasma, vs. acid, vs. lava).  Something that increases the percentage above 100 (as silly as that sounds). 

I've seen power armor mentioned before, so you could have a mod that increases skills like powered armor would, adding a bit to HtoH damage, or speed, or staying power. 

Reactive armor, that destroys itself while taking full damage from a single hit. 

Deflective armor, which adds a change in vector percenage to the to-hit roll, which will send bullets flying in random directions away from the player (great for being stuck in the middle of crowds).

Maybe this is straying a bit from the Doom forumla, but the weapon mods are fun if you can manage to get an advanced weapon...
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ParaSait

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Re: Armor Mods
« Reply #1 on: August 18, 2007, 07:27 »

Personally,I don't think this is a good idea,because armors can get destroyed.So it is pretty frustrating when you made a superdeluxe-armor,and then it just gets destroyed and you loose everything.
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Potman

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Re: Armor Mods
« Reply #2 on: August 18, 2007, 07:59 »

How 'bout you could mod Angelic Armor? Because it's already pretty damn frustrating if it gets destroyed, it won't matter much if you've loaded it with stuff.

Regardless, I don't think we need different mods for armor than weapons. We'll just modify the old weapon mods so that they'll do different things if you add them to an armor instead:
Magazine mod: Adds armor durability. Kinda like the Ironman trait increases life.
Reaload mod: Armor repairs are more effective. The durability repaired by Armor Shards/Depots is increased by, say, 5% per each mod.
Speed mod: Increases chance to dodge.
Damage mod: Adds a sort little weapon turret to the armor, that'll fire automatically, say, plasma bullets to a random enemy each turn. Won't require any ammo. Each added mod will add more turrets.
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ParaSait

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Re: Armor Mods
« Reply #3 on: August 18, 2007, 10:22 »

How 'bout you could mod Angelic Armor? Because it's already pretty damn frustrating if it gets destroyed, it won't matter much if you've loaded it with stuff.

Regardless, I don't think we need different mods for armor than weapons. We'll just modify the old weapon mods so that they'll do different things if you add them to an armor instead:
Magazine mod: Adds armor durability. Kinda like the Ironman trait increases life.
Reaload mod: Armor repairs are more effective. The durability repaired by Armor Shards/Depots is increased by, say, 5% per each mod.
Speed mod: Increases chance to dodge.
Damage mod: Adds a sort little weapon turret to the armor, that'll fire automatically, say, plasma bullets to a random enemy each turn. Won't require any ammo. Each added mod will add more turrets.

OK,but how could the game know whether it must apply the mod to your weapon or to your armor?
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Potman

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Re: Armor Mods
« Reply #4 on: August 18, 2007, 11:54 »

If only one can take mods, it'll put them on it. If you've got an Advanced weapon and are wearing Angelic Armor, then it'll simply ask:
"Do you wish to apply the mod to your (w)eapon, your (a)rmor, or (c)ancel?"
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Kornel Kisielewicz

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Re: Armor Mods
« Reply #5 on: August 19, 2007, 09:17 »

I like the idea of modded armor, but some ideas (turrets on armor) seem ridiculous xP
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